Hi Tom, Just had a thought, but I kept it on list in case it does end up grabbing you and other developers that might have more knowledge want to chime in.
Been flicking through the sounds from MOTA and I realised you're using wave files for everything. I wasn't sure whether this was still going to be the case come the final release or not? It just occurred that now that you've started running multiple threads, using well encoded mp3/ogg/some other compression might not be a big resource hogg, but boy it would dramatically decrease the size of the overall download and instalation directory. As you know I'm only just beginning to fumble my way around writing code, so whether compressed formats would have to be decoded everytime they're triggered to play etc I have no idea. If that does turn out to be the case, it still might be worth considering having longer loops such as music and ambience as mp3's with actual gameplay sounds that're being triggered all the time still as wavs. Whether you end up making any changes to go with that or not, thought it was worth a quick note to point out to you that at the moment all the files I checked in the speech directory are in stereo. Lowering the sample rate of those as you have makes perfect sense and is a bit of a space saver, you can half the filesize of that again by using mono files. Perhaps you knew that already and it doesn't play ball with the engine in some way, but thought it was worth a mention in case you're not a big sound geek. Cheers Scott --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
